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It's simply a render of the uv map for AO (vector2 array).
You have to define the right vertex structure. When more uv maps are defined on a model, a vertex structure has extra texcoords: Vector3 Position; Vector3 Normal; Vector2 UV; Vector2 UV_AO; In shader code you decide when to use and what you do with it (and not in program code). In the same way you need to provide bi/tangent normals for bump mapping. And of course need to pass the appropriate textures to the shader pipeline. See my shader for an example... Hint: VS_OUTPUT RenderSceneVS( float4 vPos : POSITION, float3 vNormal : NORMAL, float2 vTex0 : TEXCOORD0, float2 vTex1 : TEXCOORD1, uniform bool bWireFrame ) |
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Now if RAD doesn't care, good for you and SH5, but that doesn't make it legal. But anyways, this is an old discussion I don't care getting into... |
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MOST but not all!! Look at the Large Costal Gun and you'll see a 76 byte data structure!! It has DiffuseColor0 before the first set of Texcoords. That throws 12 bytes in but I have no idea why that's there. :hmmm: Open that GR2 with your program and since your useing the granny2.dll I would expect it to render properly. I had to add to my script to export the vertex data to account for this extra info. Basiclly I just ignore it for now. Also, if you open the gun with Goblin and click to view wireframe? Only the base will show in wireframe mode. The Barrel and Turret won't. So the DiffuseColor0 is doing something at least in Goblin. |
Let me tell you that I'm lost in admiration for the amount of knowledge that a select few have gathered in the shadows on some subjects related to this game.
:huh: But let's get back on topic now. :|\\ |
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http://www.subsim.com/radioroom/pict...pictureid=4959 If you use Microsoft's PE dumper and look at the exports you'll see all the granny vertex formats defined. They are kind of encrypted in their wording but you can make it out. i.e.: PNT332 would be position, normal, texture where position is 3 reals, normal is 3 reals, and texture is 2 reals. Viewing this in wireframe is fine because I'm controlling the rendering and just setting the wireframe renderstate. I've come to the conclusion that the game (and Goblin editor) doesn't really use the granny2.dll to 'read' the whole GR2 file. It only uses it to get information when it needs it. This would explain why it can access the other texture coordinates and other color information contained in the verticies. Here are two vertex formats I know: PWNT3432 - position (3 reals), Bone data (bone indicies - 4 ints, bone weights - 4 ints), normal (3 reals), texture coordinates (2 reals) PWNGBT343332 - position (3 reals), Bone data (bone indicies - 4 ints, bone weights - 4 ints), normal (3 reals), tangent (3 reals), binormal (3 reals), texture coordinates (2 reals) The Granny viewer is an excellent source of information. It tells you what the data type is for each value it reads right there on the screen! |
From Granny SDK feature page: http://www.radgametools.com/granny/sdk.html
- programmatically access all maps, including specular, diffuse, ambient, self-illumination, bump, displacement, refraction, reflection, and many others Quote:
No, in that the game will bypass the granny library to get other data from GR2. That would be utterly idiotic. The game has to get the data in some way at some point and it definately uses Granny for it. |
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****************************************** small intrigue: http://img8.imageshack.us/img8/885/gr2crcsh5.jpg |
Uh Oh!!!
:o |
In 3... 2... 1...
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Looks like some people are having some wrong impressions here and we need to clear these up.
I do not imbed or include any version of any software with what I have created. It's a unique, one-off design from information I have gathered. The app is useless unless the end-user points it to a granny2.dll. Thus I have no ties to any software but my own. Freedom of information baby, gotta love the USA's freedom of speech right. Now I may abandon having the user point it to a granny2.dll once we completely map out the gr2 file structure. Like I said I know about 75% of the structure already, it's the remaining 25% that needs to be decoded. Work is already well underway on it from various sources. I do have to say the 010 Hex editor app is a priceless piece of software. It's structure editor is a god-send when mapping out a file. Ok now back to business :D |
I do agree that 010 is a fantastic Tool!
:rock: Well worth the $49.95 spent. I now run the 3.2.2 version. I consider it 'THE' Editor if you mean business! :03: |
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I've got another major update coming to the template file. Almost have the whole material section mapped out completely - extended data and all :D that last update I sent I found a hack that works temporarily until the data can be defined more correctly |
Anvart has broken the CRC issue by the way.
:rock: $150? Commercial is $129.95 and the Upgrade/Maintenance is $39.95 for commercial. How did you get a $150.00 figure? |
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